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	- Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
		
			
				
	
	
		
			138 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 mWorldViewProj;
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| uniform mat4 mWorld;
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| 
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| // Color of the light emitted by the sun.
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| uniform vec3 dayLight;
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| uniform vec3 eyePosition;
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| uniform float animationTimer;
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| 
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| varying vec3 vPosition;
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| varying vec3 worldPosition;
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| 
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| varying vec3 eyeVec;
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| varying vec3 lightVec;
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| varying vec3 tsEyeVec;
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| varying vec3 tsLightVec;
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| 
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| // Color of the light emitted by the light sources.
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| const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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| const float e = 2.718281828459;
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| const float BS = 10.0;
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| 
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| float smoothCurve(float x)
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| {
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| 	return x * x * (3.0 - 2.0 * x);
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| }
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| float triangleWave(float x)
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| {
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| 	return abs(fract( x + 0.5 ) * 2.0 - 1.0);
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| }
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| float smoothTriangleWave(float x)
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| {
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| 	return smoothCurve(triangleWave( x )) * 2.0 - 1.0;
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| }
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| 
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| void main(void)
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| {
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| 	gl_TexCoord[0] = gl_MultiTexCoord0;
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| 
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| #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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| 	vec4 pos = gl_Vertex;
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| 	pos.y -= 2.0;
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| 
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| 	float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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| 
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| 	pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
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| 	gl_Position = mWorldViewProj * pos;
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| #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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| 	vec4 pos = gl_Vertex;
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| 	vec4 pos2 = mWorld * gl_Vertex;
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| 	/*
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| 	 * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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| 	 * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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| 	 * And bufferize calcul to a float
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| 	 */
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| 	float pos2XpZ = pos2.x + pos2.z;
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| 	pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
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| 	pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
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| 	pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
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| 	gl_Position = mWorldViewProj * pos;
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| #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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| 	vec4 pos = gl_Vertex;
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| 	vec4 pos2 = mWorld * gl_Vertex;
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| 	if (gl_TexCoord[0].y < 0.05) {
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| 		/*
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| 		 * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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| 		 * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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| 		 * And bufferize calcul to a float
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| 		 */
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| 		float pos2XpZ = pos2.x + pos2.z;
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| 		pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
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| 		pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
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| 	}
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| 	gl_Position = mWorldViewProj * pos;
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| #else
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| 	gl_Position = mWorldViewProj * gl_Vertex;
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| #endif
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| 
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| 	vPosition = gl_Position.xyz;
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| 	worldPosition = (mWorld * gl_Vertex).xyz;
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| 	vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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| 
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| 	vec3 normal, tangent, binormal;
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| 	normal = normalize(gl_NormalMatrix * gl_Normal);
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| 	if (gl_Normal.x > 0.5) {
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| 		//  1.0,  0.0,  0.0
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| 		tangent  = normalize(gl_NormalMatrix * vec3( 0.0,  0.0, -1.0));
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| 		binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));
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| 	} else if (gl_Normal.x < -0.5) {
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| 		// -1.0,  0.0,  0.0
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| 		tangent  = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));
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| 		binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));
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| 	} else if (gl_Normal.y > 0.5) {
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| 		//  0.0,  1.0,  0.0
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| 		tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));
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| 		binormal = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));
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| 	} else if (gl_Normal.y < -0.5) {
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| 		//  0.0, -1.0,  0.0
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| 		tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));
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| 		binormal = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));
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| 	} else if (gl_Normal.z > 0.5) {
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| 		//  0.0,  0.0,  1.0
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| 		tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));
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| 		binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));
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| 	} else if (gl_Normal.z < -0.5) {
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| 		//  0.0,  0.0, -1.0
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| 		tangent  = normalize(gl_NormalMatrix * vec3(-1.0,  0.0,  0.0));
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| 		binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));
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| 	}
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| 	mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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| 							tangent.y, binormal.y, normal.y,
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| 							tangent.z, binormal.z, normal.z);
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| 
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| 	lightVec = sunPosition - worldPosition;
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| 	tsLightVec = lightVec * tbnMatrix;
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| 	eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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| 	tsEyeVec = eyeVec * tbnMatrix;
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| 
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| 	// Calculate color.
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| 	// Red, green and blue components are pre-multiplied with
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| 	// the brightness, so now we have to multiply these
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| 	// colors with the color of the incoming light.
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| 	// The pre-baked colors are halved to prevent overflow.
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| 	vec4 color;
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| 	// The alpha gives the ratio of sunlight in the incoming light.
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| 	float nightRatio = 1 - gl_Color.a;
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| 	color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + 
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| 		nightRatio * artificialLight.rgb) * 2;
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| 	color.a = 1;
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| 	
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| 	// Emphase blue a bit in darker places
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| 	// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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| 	float brightness = (color.r + color.g + color.b) / 3;
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| 	color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
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| 		0.07 * brightness);
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| 	
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| 	gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
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| }
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